// Copyright (c) ppy Pty Ltd <contact@ppy.sh>. Licensed under the MIT Licence.
// See the LICENCE file in the repository root for full licence text.

using osu.Framework.Allocation;
using osu.Framework.Bindables;
using osu.Framework.Graphics;
using osu.Framework.Graphics.Containers;
using osu.Game.Rulesets.Objects.Drawables;
using osu.Game.Rulesets.Osu.Objects;
using osu.Game.Rulesets.Osu.Objects.Drawables;
using osuTK;
using osuTK.Graphics;

namespace osu.Game.Rulesets.Osu.Skinning.Default
{
    public class MainCirclePiece : CompositeDrawable
    {
        private readonly CirclePiece circle;
        private readonly RingPiece ring;
        private readonly FlashPiece flash;
        private readonly ExplodePiece explode;
        private readonly NumberPiece number;
        private readonly GlowPiece glow;

        public MainCirclePiece()
        {
            Size = new Vector2(OsuHitObject.OBJECT_RADIUS * 2);

            Anchor = Anchor.Centre;
            Origin = Anchor.Centre;

            InternalChildren = new Drawable[]
            {
                glow = new GlowPiece(),
                circle = new CirclePiece(),
                number = new NumberPiece(),
                ring = new RingPiece(),
                flash = new FlashPiece(),
                explode = new ExplodePiece(),
            };
        }

        private readonly IBindable<Color4> accentColour = new Bindable<Color4>();
        private readonly IBindable<int> indexInCurrentCombo = new Bindable<int>();

        [Resolved]
        private DrawableHitObject drawableObject { get; set; }

        [BackgroundDependencyLoader]
        private void load()
        {
            var drawableOsuObject = (DrawableOsuHitObject)drawableObject;

            accentColour.BindTo(drawableObject.AccentColour);
            indexInCurrentCombo.BindTo(drawableOsuObject.IndexInCurrentComboBindable);
        }

        protected override void LoadComplete()
        {
            base.LoadComplete();

            accentColour.BindValueChanged(colour =>
            {
                explode.Colour = colour.NewValue;
                glow.Colour = colour.NewValue;
                circle.Colour = colour.NewValue;
            }, true);

            indexInCurrentCombo.BindValueChanged(index => number.Text = (index.NewValue + 1).ToString(), true);

            drawableObject.ApplyCustomUpdateState += updateState;
            updateState(drawableObject, drawableObject.State.Value);
        }

        private void updateState(DrawableHitObject drawableObject, ArmedState state)
        {
            using (BeginAbsoluteSequence(drawableObject.StateUpdateTime))
                glow.FadeOut(400);

            using (BeginAbsoluteSequence(drawableObject.HitStateUpdateTime))
            {
                switch (state)
                {
                    case ArmedState.Hit:
                        const double flash_in = 40;
                        const double flash_out = 100;

                        flash.FadeTo(0.8f, flash_in)
                             .Then()
                             .FadeOut(flash_out);

                        explode.FadeIn(flash_in);
                        this.ScaleTo(1.5f, 400, Easing.OutQuad);

                        using (BeginDelayedSequence(flash_in, true))
                        {
                            // after the flash, we can hide some elements that were behind it
                            ring.FadeOut();
                            circle.FadeOut();
                            number.FadeOut();

                            this.FadeOut(800);
                        }

                        break;
                }
            }
        }
    }
}
